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- using System;
- using System.Collections;
- using System.Collections.Generic;
- using Unity.VisualScripting;
- using UnityEngine;
- using UnityEngine.SceneManagement;
- using UnityEngine.UIElements;
- /* 本文件控制游戏右侧的菜单按键逻辑
- * 左侧的菜单按键逻辑
- */
- public class MenuController : MonoBehaviour
- {
- // Start is called once before the first execution of Update after the MonoBehaviour is created
- private VisualElement mainMenu, dogIcon, dogList, quit;
- private List<VisualElement> subMenu = new();
- //private bool isSubMenuShow = false;
- private GameObject uiPlaceholder; // Manu会控制其他子菜单显示和隐藏,因此所有子菜单都必须挂载在UI Placeholder下
- private GameObject vamUI; // vamUI = Voice and Manu UI;
- private GameObject shoppingUI, statusUI, warehouseUI, userInfoUI; // 对应点击菜单后展开的几个子菜单
- private List<Label> dogNames = new();
- private static bool isMenuShowed = false; // 右侧子菜单是否展开
- private static DateTime menuShowTime; // 菜单展开时间
- private float longPressTime = 1.0f; // 长按时间阈值
- private float dogNamePressStartTime;
- void OnEnable()
- {
- // 找到需要控制的其他子菜单
- uiPlaceholder = GameObject.Find("UI Placeholder");
- vamUI = uiPlaceholder.transform.Find("VoiceAndMenu").gameObject;
- shoppingUI = uiPlaceholder.transform.Find("ShoppingUI").gameObject;
- statusUI = uiPlaceholder.transform.Find("Status").gameObject;
- warehouseUI = uiPlaceholder.transform.Find("Warehouse").gameObject;
- userInfoUI = uiPlaceholder.transform.Find("User Info").gameObject;
- // 找到当前菜单下的项目
- var root = GetComponent<UIDocument>().rootVisualElement;
- var menuArea = root.Q<VisualElement>("menuArea");
- mainMenu = menuArea.Q<VisualElement>("mainMenu");
- var home = menuArea.Q<VisualElement>("home"); // 修改用户信息
- subMenu.Add(home);
- //var playground = menuArea.Q<VisualElement>("playground"); // 废弃
- //subMenu.Add(playground);
- var shop = menuArea.Q<VisualElement>("shop"); // 商店
- subMenu.Add(shop);
- var warehouse = menuArea.Q<VisualElement>("warehouse"); // 使用道具
- subMenu.Add(warehouse);
- var status = menuArea.Q<VisualElement>("status"); // 宠物状态
- subMenu.Add(status);
- var walkdogsBtn = menuArea.Q<VisualElement>("walkdogs"); // AR摄像头
- subMenu.Add(walkdogsBtn);
- mainMenu.RegisterCallback<ClickEvent>(e => MainMenuClick(e));
- // root加载完成后,所有element算出位置后再进行计算
- root.RegisterCallback<GeometryChangedEvent>(e => OnMainMenuClickGeometryChanged(e));
- // 绑定按键点击事件
- //playground.RegisterCallback<ClickEvent>(e => PlayGroundClick(e));
- shop.RegisterCallback<ClickEvent>(e => ShopClick(e));
- warehouse.RegisterCallback<ClickEvent>(e => WarehouseClick(e));
- status.RegisterCallback<ClickEvent>(e => StatusClick(e));
- walkdogsBtn.RegisterCallback<ClickEvent>(e => WalkdogsClick(e));
- home.RegisterCallback<ClickEvent>(e => HomeClick(e));
- //var root = GetComponent<UIDocument>().rootVisualElement;
- dogIcon = root.Q<VisualElement>("dogMenu").Q<VisualElement>("dogIcon");
- dogList = root.Q<VisualElement>("dogMenu").Q<VisualElement>("dogList");
- quit = root.Q<VisualElement>("quit");
- quit.RegisterCallback<ClickEvent>(e => QuitClick()); // 退出游戏按钮
- DogNameInit(); // 初始化狗的名字,这里当菜单重新激活后再次加载
- dogIcon.RegisterCallback<ClickEvent>(e => DogIconClick(e));
- // 如果狗的数量小于2只,隐藏狗的图标
- //if (UserProperty.dogs.Count == 1)
- //{
- // dogIcon.visible = false;
- //}
- if (UserProperty.isRegUser == false)
- {
- // home.style.display = DisplayStyle.None;
- subMenu.Remove(home);
- }
- // 目前开发暂时隐藏camera按钮
- // cameraBtn.style.display = DisplayStyle.None;
- //subMenu.Remove(cameraBtn);
- }
- private void Start()
- {
- // DogNameInit(); // 初始化狗的名字,首次加载
- }
- private void OnDisable()
- {
- subMenu.Clear(); // 因为启动时候调用OnEable数据会被重复加载
- }
- // Update is called once per frame
- void FixedUpdate()
- {
- CollapseMenuCheck(); // 定时收起菜单
- DogNameDisplayEffect(); // 放大缩小选中狗的名字
- }
- #region 右侧按键控制
- Vector2 CalcPosition(Vector2 curPosition, float angle, float distance)
- {
- float radians = angle * Mathf.Deg2Rad;
- float x = curPosition.x + distance * Mathf.Cos(radians);
- float y = curPosition.y - distance * Mathf.Sin(radians);
- Vector2 newPosition = new Vector2(x, y);
- return new Vector2(x, y);
- }
- // 初始化所有按键的位置
- void InitialSubMenu()
- {
- foreach (var subMenu in subMenu)
- {
- subMenu.style.left = mainMenu.resolvedStyle.left;
- subMenu.style.top = mainMenu.resolvedStyle.top;
- subMenu.visible = false;
- }
- }
- // 点击主按键后所有子按键展开并显示
- void MainMenuClick(ClickEvent evt)
- {
- if (isMenuShowed)
- {
- MenuReset();
- return;
- }
- // curAngle 初始角度,angleDelta 2个子菜单之间角度,distance 弹出距离,showTimer 显示时间
- float curAngle = 100f;
- // float angleDelta = 40f;
- float angleDelta = 200 / subMenu.Count;
- float distance = 70f;
- //float showTimer = 3.0f;
- foreach (var menu in subMenu)
- {
- menu.visible = true;
- var newPosition = CalcPosition(mainMenu.layout.position, curAngle, distance);
- menu.style.left = newPosition.x;
- menu.style.top = newPosition.y;
- curAngle += angleDelta;
- }
- mainMenu.transform.scale = new Vector2(0.8f, 0.8f);
- isMenuShowed = true;
- menuShowTime = DateTime.Now;
- }
- // 初始化后屏幕尺寸变化时候调用。在此处应用于第一次屏幕初始化完成。
- void OnMainMenuClickGeometryChanged(GeometryChangedEvent evt)
- {
- InitialSubMenu();
- }
- void MenuReset()
- {
- //yield return new WaitForSeconds(3.0f);
- mainMenu.transform.scale = new Vector2(1.0f, 1.0f);
- isMenuShowed = false;
- InitialSubMenu();
- }
- void PlayGroundClick(ClickEvent evt)
- {
- SceneManager.LoadScene("Playground", LoadSceneMode.Single);
- }
- void ShopClick(ClickEvent evt)
- {
- vamUI.SetActive(false);
- shoppingUI.SetActive(true);
- }
- void WarehouseClick(ClickEvent evt)
- {
- vamUI.SetActive(false);
- warehouseUI.SetActive(true);
- }
- void StatusClick(ClickEvent evt)
- {
- vamUI.SetActive(false);
- statusUI.SetActive(true);
- }
- void HomeClick(ClickEvent evt)
- {
- vamUI.SetActive(false);
- userInfoUI.SetActive(true);
- }
- void WalkdogsClick(ClickEvent evt)
- {
- MaskTransitions.TransitionManager.Instance.LoadLevel("WalkDogs");
- // SceneManager.LoadScene("WalkDogs", LoadSceneMode.Single);
- }
- // 菜单打开后收回菜单
- void CollapseMenuCheck()
- {
- if (isMenuShowed)
- {
- // 计算两个时间点之间的差值
- TimeSpan difference = DateTime.Now - menuShowTime;
- // 检查差值是否超过3秒
- if (difference.TotalSeconds > 3)
- {
- MenuReset();
- }
- }
- }
- #endregion
- private void QuitClick()
- {
- string msg = GameTool.GetValueAtPath(EnviromentSetting.languageData, new string[] { "game_message", "quit_game", EnviromentSetting.languageCode });
- MessageBoxController.YorN_Message(msg, () => Application.Quit());
- }
- #region 左侧菜单控制
- void DogIconClick(ClickEvent e)
- {
- Debug.Log("DogIconClick");
- if (dogList.visible == false)
- {
- dogList.visible = true;
- }
- else
- {
- dogList.visible = false;
- }
- }
- // 点击狗的名字时候处理
- void DogNamePointDown(PointerDownEvent e, int index)
- {
- dogNamePressStartTime = Time.unscaledTime; // 记录按下时间
- }
- void DogNamePressUP(PointerUpEvent e, int index)
- {
- GameData.focusDog = index;
- //Debug.Log("e delta time=" + e.);
- float deltaTime = Time.unscaledTime - dogNamePressStartTime;
- Debug.Log("delta time is:" + deltaTime.ToString());
- if (deltaTime < longPressTime)
- {
- // 短按效果,切换狗的名字
- if (GameData.homeCamFocusDog == index)
- {
- // 重复点击狗的名字,恢复广角,所有狗的名字显示一样大小
- HomeController.dogCam.Priority = 1;
- HomeController.playerCam.Priority = 10;
- GameData.homeCamFocusDog = 100; // 100表示不聚焦
- //dogNames[index].transform.scale = new Vector2(1f, 1f);
- }
- else
- {
- GameData.homeCamFocusDog = index;
- //dogNames[index].transform.scale = new Vector2(1.2f, 1.2f);
- HomeController.dogCam.m_LookAt = HomeController.dogsInScene[index].gameObject.transform;
- HomeController.dogCam.Priority = 10;
- HomeController.playerCam.Priority = 1;
- HomeController.lastCameraChange = DateTime.Now;
- }
- }
- else
- {
- // 长按效果,进入互动模式
- HomeController.Instance.SetSceneMode(SceneMode.INACTIVE);
- HomeController.Instance.VoiceButtonOnlySwitch(true);
- string focusDogId = UserProperty.GetDogIdByIndex(index);
- foreach (var dog in HomeController.dogsInScene)
- {
- if (dog.dogProperty.d_id == focusDogId)
- {
- // if (GameTool.Random100Check(dog.dogProperty.voiceCall))
- // {
- // dog.SetupInteract();
- HomeController.Instance.SetInteractDog(dog.gameObject);
- // focusdog 开启互动模式
- // HomeController.dogsInScene[GameData.focusDog].dogState = DogState.INTERACT;
- HomeController.dogsInScene[GameData.focusDog].SetupInteract();
- // 其他狗进入隐藏模式
- //foreach (var otherDog in HomeController.dogsInScene)
- //{
- // if (otherDog.dogProperty.d_id != focusDogId)
- // {
- // otherDog.gameObject.SetActive(false);
- // }
- //}
- }
- }
- HomeSoundEffectController.Instance.PlaySoundEffect(5);
- }
- if (dogList.visible == true) { dogList.visible = false; }
- }
- // 初始化狗的名字
- void DogNameInit()
- {
- dogNames.Clear(); // 清空Label列表
- foreach (Label child in dogList.Children()) // 寻找Label元素加入列表
- {
- dogNames.Add(child);
- }
- // 注入狗的名字,最多注入3只狗
- for (int i = 0; i < Math.Min(UserProperty.dogs.Count, 3); i++)
- {
- int index = i;
- dogNames[i].style.display = DisplayStyle.Flex;
- dogNames[i].text = UserProperty.dogs[i].dog_name;
- dogNames[i].RegisterCallback<PointerUpEvent>(e => DogNamePressUP(e, index));
- dogNames[i].RegisterCallback<PointerDownEvent>(e => DogNamePointDown(e, index));
- }
- }
- // 根据摄像机聚焦和FocusDog调整显示效果
- void DogNameDisplayEffect()
- {
- for (int i = 0; i < UserProperty.dogs.Count; i++)
- {
- if (i == GameData.homeCamFocusDog)
- {
- dogNames[i].transform.scale = new Vector2(1.2f, 1.2f);
- }
- else
- {
- dogNames[i].transform.scale = new Vector2(1f, 1f);
- }
- if (i == GameData.focusDog)
- {
- dogNames[i].style.backgroundColor = new Color(180, 250, 120, 180);
- }
- else
- {
- dogNames[i].style.backgroundColor = new Color(255, 255, 255, 0);
- }
- }
- }
- #endregion
- }
- public static class MenuData
- {
- public static bool isMenuShowed = false;
- public static DateTime menuShowTime;
- }
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